I would like to have a moment of your time to introduce ourselves and describe our server project. We are 2 experienced Lineage 2 players who have played since C1 / C2 on old official servers and many private servers. A few months ago, after being disappointed in most private servers and seeing how many server staff can not handle the advanced coding, we have decided to make our own server. This has become Lineage 2 Chronicles Of The Past.

Summary:- L2J Interlude Build-15XP, other rates are all 5-NPC Buffer in towns. Buff duration 2 hours- Overhauled and rebalanced PvP system (read more down below)- Balanced Adena based economy with its own correction measures- Unique raid boss and epic system (read more down below)- Multiple methods of guaranteeing our players large PvP battles- Very good mob pathing and geodata- PvP Tattoos with shadow time (we are not sure if we will continue this)

Other options:- S grade Apella. Upgradeable from A grade. Apella set bonus working- Enchant system ensures A grade and B grade armor can be used on end game build- Olympiad, retail like- Boosted siege experience. Guards / Mercenaries are a force to be reckoned with

Below, we will describe our build in detail. This will give you a deep understanding of our server philosophy. We warn you though, that this server is for hardcore L2 players who want a long lasting server (2+ years). There are no quick wins or quick gains. Pay2Win is not possible on our server. Investment, effort, asset management and Clan / CP gameplay is what this server is all about. We do not use any flashy banners of half naked dark elves promising you “a great server”. Everything has been thought through and all modified coding has been coded by ourselves in the most lean possible way.

1. General Philosophy:L2COTP is a craft / pvp type server. No custom GM shop for B/A/S exist. We have a custom VIP shop that allows players to buy epic quest items (Portal Stone, Floating Stone, Noble Quest Item etc.). On this server with our relatively low rates, players must farm to create batches of gear which they will then enchant to the desired level. This is the craft aspect of the game. The PvP aspect of the game refers to multiple measures that force players to PvP for certain gains. Examples are:- Grand Boss Combat Zone (AQ, Core, Orfen, Zaken, Antharas, Baium, Valakas, Frintezza/ImperialTomb)- Players flag whenever they hit a normal raid boss

We have ensured that our economy will stay stable enough for new players and existing players who use extensive asset management to build their characters towards an end game build.

2. More about the economy:We have an Adena based economy which means that Adena will be the main currency for trades. To ensure that mass-inflation will not take place, many services require Adena. This continuously destroys players’ Adena which means players have to farm continuously or use their Adena in a wise manner. Examples of Adena sinks are:- Expensive Teleports- Expensive Blacksmith services- Very Expensive (but also very strong!) Mercenaries- Expensive Augmentation- Expensive fee to leave jail- Expensive fee to reduce PK points (if one does not want to quest)- etc..

By using an Adena based economy, new players will be able to step into the game immediately selling their materials and other items to high level players for good prices. This allows newer players to access C and B grade gear more easily. By destroying Adena on a large scale, inflation does not occur and the market stays stable and predictable.

Currencies & Benefits:Adena is farmed from monsters and gained from quests. Aside from the rate of adena, nothing regarding adena is different from official servers. Adena is used for all general purposes. In addition adena is needed for tattoo’s, upgrading tattoo’s, clan armor and various other server specific functions. Because Adena is being destroyed by spending it on NPC functions, there will be a constant demand for Adena meaning that inflation will be on acceptable levels. Various functions of Adena:– General transactions– Items up to A grade (The easily craftable items)– Potions, scrolls, etc.– Manor systems– Buying Tattoos, upgrading Tattoos– Buying Apella armor, upgrading Apella armor– Bribing the Warden in jail to get out of jail faster

Gold is collected by killing raid bosses of epic raid bosses. Raid bosses of level 58+ and epic bosses, will drop gold. Gold can be used in the gold store. Gold can not be obtained in any other way. Not even by donating. The gold store provides players with:– Book of Giants– Quick Healing Potions– Enchant and Blessed Enchant D – SAs it is impossible to acquire Gold in any other way than from killing bosses, players who wish to have an end-game build are forced to hunt bosses. As players automatically flag when attacking a boss, there is a guaranteed way of getting PvP.

3. More about the raid system:On our server, the general idea on epic bosses and regular raid bosses, is that after PvP has taken place, the winner gets the opportunity to kill the boss. On most private servers, killing bosses has become a routine job. We have therefore, boosted all bosses in game.

All epic and regular raid bosses have been boosted. Stats have been increased drastically. Killing bosses means bringing the right classes and enough people. You will also need to bring escorts to protect you against enemy players. Attacking any boss will make you flag so enemy players can easily sabotage your raid. Bosses level 58+ and epic bosses also drop the Gold currency. Relevant areas around epic bosses are turned into combat zones. In this area, killing other players is without consequence. Additionally, killing a player outside of the zone while the killer is standing in the zone, will not lead to karma or PK points.

To make epic bosses more challenging, their stat boost is substantial but they have also been made vulnerable to debuffs. Root, stun, sleep, slow / entangle / freezing strike, poison, bleed, silence, Demon Wind, Blizzard, Inferno etc., are landable.

Example:A clan is killing Baium. Baium has +/- 5.000.000 hit points. The clan has a party of 9 sorcerers. Each sorcerer takes turn to put Inferno on Baium. Baium will take a Total of 4.500.000 damage during 18 minutes.

To guarantee PvP on bosses, players automatically flag when attacking ANY raid boss.

4. More about Clans / Alliances:Clans are made and levelled up just like official servers. Multiple quests need to be done and reputation must be farmed at some point. For clan reputation, raidbosses can be killed. They instantly offer clan reputation to the party dealing the final hit. Beware though, attacking any raid boss will make you flag.

Regarding alliances, we allow only up to 2 clans in 1 alliance. This has been done to ensure a 3 or 4 sided server. Coalition deals between alliances are always possible but this still leads to separate sovereign alliances.

5. Enchanting / S, A, B:We will not disclose the exact mechanism behind our enchant system. We consider +6 S grade to be a good end-game armor set. We have measured and ensured that our enchant system gives players a reasonable chance to obtain +6 S grade armor when they have invested the proper time and effort. To give PvP and character builds an extra dimension, we have modified the A and B enchant rates so that the effort to enchant A and B armors to +10 and +12, is about just as difficult as S grade to +6. The pdef of A and B armor items has been changed appropriately. This leads to a situation where A, B and S enchanted at +12, +10 and +6, have similar pdef. Players are now able to use any A. B or S armor set on an end game built without having to sacrifice unreasonable amounts of pdef. As +6 S grade is considered to be end game, new players will not be at a very great disadvantage compared to older players.

Examples:- Archers with a +10 MJ Light set have similar pdef to Drac +6 Light- Daggers with +10 DC Light or +10 NM Light have similar pdef to Drac +6- Daggers with +12 Zubei Light have similar pdef to Drac +6- Duelists / Destroyers with +10 Tallum Heavy have similar pdef to IC +6 (ex. the pdef % bonus)- Tanks / SWS with +12 Doom Heavy have similar pdef to IC +6 (ex. the pdef % bonus)

6. SiegesWe have made sieges more realistic. Walls can not b ebroken by players. Doors and gates can only be attacked by players who belong to an attacking clan. Guards have received an incredible boost and are now equal to level 76 players with +0 S grade gear. All guards use soulshots and spiritshots. Last but not least, each type of guard has skills corresponding with his class. Guards are running around using: Shield stun, Earthquake, Shock Stomp, Shock Blast, Armor Crush, Tribunal, Stun Shot, Double Shot, Hurricane, Aqua Splash, Prominence, Greater Battle Heal, Heart Of Paagrio. We advise you to bring a large force if you do not want to be destroyed by guards. You will need a stacked party of damage dealers who assist on 1 guard. In addition, you need to bring a party that can handle the crowd control on large groups of guards.

Sleeping Cloud, Poisonous Cloud, Dominators and Dreadnoughts will be very useful.

7. Other Effects:We have reintroduceerd Might Mortal on C and B grade daggers. We think Might Mortal is part of the game and gives daggers a more useful role. Daggers will work as follows:- Backstab landrate from behind: 100%- Backstab landrate from the side or front: 0%- Dagger blow landrate from behind: 80%+x- Dagger blow landrate from the side: 60%+x- Dagger blow landrate from the front: 30%+xWhere x is any other modifier to the landrate (Might Mortal etc.). To ensure daggers will not be overpowered. A Patk modifier is added to all dagger strike skills. This means a dagger using a Demon Sword Might Mortal will land substantially more blows but will deal lower damage per blow compared to an AS+CD.Might Mortal has been added as SA on the following daggers:- Dark Elven Dagger (C)- Stiletto (C)- Crystal Dagger (C)- Demon Sword (B)

We have given the SwordSinger and BladeDancer passive heavy armor mastery and deflect arrow. They are now able to soak damage similar to tanks. Ultimately, without Majesty, Aegis or Guard Stance, tanks are still the masters of Pdef. The landrate and damage of negative SWS / BD skills has been boosted. SWS and BD are now very usefull in mass PvP and potent Olympiad classes.

We have given the Phantom Summoner Death Spike. This makes the PS more useful in PvP and Olympiad.

Archers have received 250 extra range on longshot 2. Archers now have the longest range. Fatal counter has received an exponential of 10.

We have increased the damage of DoT attacks to 150 per tick. 1 tick is dealt per 3 seconds. These skills are: Bleed, Poison, Flame, Decay and any other similar DoT skill or DoT AoE skill. The landrate has also been drastically increased. Resistance to poison and bleed is now very relevant. If you do not dress and buff appropriately, you will bleed out in 10 or 15 seconds.

Using the above effects and perhaps more in the future, each class has its clear strengths and weaknesses. There will not be an all-dominating class on our server. Each class can be effectively countered by another.

The measures described above are a part of our complete build. We invite you to read our website and read our changelog on facebook:

As you can see, this is a serious build. The above written policies have all been coded professionally. Many other small tweaks have been made to offer players a stable long lasting server. You should read this carefully and ask yourself if this server is for you. We do not care whether we have 100, 200 or 4000 players. As long as our community feels at home in our classic craft / pvp server. We will be there to keep improving this server in the next 2 or 3 years.

We hope to see you on our server! You can find us on l2cotp.com and on facebook!

I really like the idea behind the B/A/S enchant system, I think it's really good.

However.. Might mortal was removed with very good reason. The TH is tankier, has better right click, is better at ganks, and is more mobile than AW and PW. He's better at everything compared to the other daggers aside from one aspect: DPS. Might mortal gives him a ton of extra DPS which makes him hilariously overpowered. Not only will he absolutely destroy other daggers, he will destroy many other classes in PvP because of this.

I don't know how you came to the conclusion that might mortal in Interlude is a good idea, when the TH already has Critical Blow to alleviate some of his DPS issues. It's an utterly terrible idea.

I'm not trying to force you to do anything, but you're not gonna see any AW and PW on that server.

We have tested the blow landrate and PW / AW have a sufficient higher land rate because of their landrate buff. However, should open beta show us that the TH is significantly stronger all-round because of blow land rate, we will reduce the blow land rate for only the TH.

2. More about the economy:We have an Adena based economy which means that Adena will be the main currency for trades. To ensure that mass-inflation will not take place, many services require Adena. This continuously destroys players’ Adena which means players have to farm continuously or use their Adena in a wise manner. Examples of Adena sinks are:- Expensive Teleports- Expensive Blacksmith services- Very Expensive (but also very strong!) Mercenaries- Expensive Augmentation- Expensive fee to leave jail- Expensive fee to reduce PK points (if one does not want to quest)- etc..

This is so important and so many server have failed to do so... 99% of the servers just go for 100x adena rates so people "can level up easily" but two weeks after start everyone is stuck with 2,147,... gold + XY gold bricks (or whatever) and the economy is basically dead because the only trades being done are +6 DC gloves for +6 TLM gloves because obviously nobody wants adena.

So big kudos to you for thinking about this part. Best of luck with the project!

We have tested the blow landrate and PW / AW have a sufficient higher land rate because of their landrate buff. However, should open beta show us that the TH is significantly stronger all-round because of blow land rate, we will reduce the blow land rate for only the TH.

The AW and PW are supposed to have a significantly higher blow-type land rate, because they're squishy and less mobile. Might Mortal was removed exactly because TH was too powerful with it. I suggest you test 1v1s between the 3 dagger classes with and without Might Mortal. You'll see that the TH will beat the others consistently with Might Mortal, something which should not happen. 1v1s between these 3 classes should be somewhat balanced with the TH losing more than the others, and the AW having a clear advantage if Hex lands.

I know this because I've tested it on a local L2j server a long time ago when I was ironing out my item and dye builds. I, like you, didn't think Might Mortal was bad especially considering how poor blow land rate is before the late game. Not only does Might Mortal imbalance the TH, it also makes all daggers way too strong pre-78 and especially pre-A grade. I strongly suggest you test this well. At lvl 52 I can't think of a single class that can beat a dagger with Might Mortal in 1v1, especially the TH. Maybe a Frenzied Destro.

Why we are not afraid of daggers being OP in general, is because we will modify the armor resistance to dagger damage. We will give heavy armor more dagger damage resist. We want daggers to focus on robe targets and light targets.

Just imagine wearing the heaviest of the heaviest set of medieval armor and a faggy dagger gets through while a flanged mace or a heavy hammer will deal only a quarter of the damage. Makes absolutely no sense.

You do have to keep in mind that the 2 elves have Focus Death while the human does not. End game, the damage of elves is good enough to 1 shot a robe target. A TH can usually not do that.

However, we will do some tests on these land rates and see what we will do. I will reply with our solution and idea about it. Thanks for the help!

You do have to keep in mind that the 2 elves have Focus Death while the human does not. End game, the damage of elves is good enough to 1 shot a robe target. A TH can usually not do that.

Well that's pretty much the point, because the TH has a far greater chance of reaching his target compared to other daggers since he's faster and has a lot more HP. Not to mention that he can avoid fire with both Trick and Switch, a luxury other daggers don't have. Mirage is very good in open pvp as well - open pvp is where the TH excels, not damage.

I like your idea about tanks, you could influence the blow damage to heavy armor directly instead of critical damage as a whole (thus limiting collateral balance issues with regards to normal critical strikes). I too thought it was a bit silly to see a small dagger do so much damage through heavy armor.

Yesterday we have fixed and balanced all augmentation effects. Many active skill or passive skills do not work properly in a standard server build. We have gone through just about all of them and scripted them properly. In addition, we have come up with reasonable land rates and re-use time. Many of these augmentations are specific for Olympiad. A good challenging Olympiad system makes a server more competitive.

Small detail, archers have 400 range over nukers instead of retail 200.

Read about all other options on our website.

What remains:- Boosting Antharas, Valakas, Frintezza and Zaken. Baium has been boosted!- Adding 1 custom skill, greater recharge to the SE- Any problem or imbalance you players find- Minor fortress / clanhall stuff- Check how sieges perform when 50+ people are on

Our apologies for making another post within 24 hours. We would like to make 3 aspects of COTP clear:

1: Botting non-afk is allowed. You may use any program and phx. We reserve the right however, to kick, jail or ban any player that uses scripts that make PvP, Raids/Epics or Sieges unfair / influenced.

2: Buying / selling player 2 player for real money is allowed. We do not care what players do with their items. The staff will NEVER spawn / enchant / augment items but players may buy and sell each others' items free of charge or scrutiny from the staff.

3: Voting: As owners, we want to interfere as little as possible. Voting will not give you items or any other material rewards. Voting for our server will give you 4 extra buff slots. We have DISABLED Divine Inspiration so 20 + 4 buffs are possible where those last 4 buff slots are rewarded by voting. This way, we think we have a fair voting system that does not create items or monetary rewards.

Baium, Antharas and Valakas are regular hard hitting end game bosses. They must be slowed using Lvl 3 Slow effect or Blizzard. For an easier time, consider putting Demon Wind or Inferno on them. Zaken is a boss tricked out against nukers and archers. Use tyrants / duelists / daggers / destroyers. Zaken is tankable if a party has 2 healers or a healer + recharger.

2. Greater Recharge / Greater Mana BurnWe like the role that BP, EE and SE used to play in L2. To make the EE and SE relevant, our mana potions give half mana immediately and the other half over 15 seconds. This means that during PvP, Epics or Raids, nuker groups will need charges. The EE and SE are therefore, relevant classes to play. Usually, only the EE will be played as the SE lacks healing power. To make the SE very useful in PvE and PvP, we have given the SE a Greater Recharge skill and a Greater Mana Burn skill. In sum:- Greater Recharge = 50% more costs over recharge and 50% more power over recharge- Greater Mana Burn = 50% more costs over Mana burn and 50% more power over mana burn

You would say this does not matter much. Keep in mind that MP efficiency skills and skill enchants will make Greater Recharge a very effective recharging skill. Also, do not underestimate Greater Mana Burn. A well equipped SE can mana burn an entire character in 6 or 7 burns. This means the SE is also strategically useable in PvP against enemy dominators or bishops. Within seconds, a dominator or bishop is completely out of MP. In sum, the roles are as follows:- BP = Absolute best heal power output- EE = Balance between heal power and recharge possibility- SE = Pure recharger and mana burner

3. Olympiad Registration limitsWe have added a restriction where one IP adress is only allowed to register one character for the olympiad. Further restrictions to enforce 1 man 1 char, may be introduced aswell.

We hope you like our modifications and are looking forward to see you play on COTP!